Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

£20.995
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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

RRP: £41.99
Price: £20.995
£20.995 FREE Shipping

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Can attempt to manifest psychic powers from the Sanctic Discipline even if they have already been manifested this phase. Sacrifice units on their charge, rarely yours. Make them move where you want them to by offering up a unit in sacrifice. Controlling their movement is better than cocaine.

Sigil of Exigence- When targeted in the opponent’s Shooting Phase, just redeploy. Use it to get out of line of sight, out of range, or into another part of the battlefield closer to a threat you want to remove in your turn. A very strong utility ability that can hamper an opponent’s plan, especially on a Dreadknight, as shooting it could just bring them closer, or into a part of the battlefield they don’t want. Not as useful on a footslogger as they’re usually protected by other models. Each brotherhood has an associated brotherhood Stratagem. If your army includes a Brotherhood of Psykers Detachment (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then you will gain access to the relevant brotherhood Stratagem. Can change which Tide is dominant for your army by successfully manifesting the Warp Shaping psychic power. Each brotherhood has an associated brotherhood Warlord Trait. If a GREY KNIGHTS < BROTHERHOOD> CHARACTER model gains a Warlord Trait, they can have the relevant brotherhood Warlord Trait instead of a Grey Knights Warlord Traits. Brotherhood Command- You can only take one GRAND MASTER and one BROTHER-CAPTAIN in a Detachment, and they have to be of different Brotherhoods if you run multiple. Frankly more than 1 in an army is already ludicrous, but here we are.For every five models 1 model may replace their Storm Bolter and NFS with a Psycannon, Incinerator, or Psilencer Brotherhood Warlord Trait: A Warlord Trait associated with one of the eight brotherhoods. These are only available to WARLORDS that are part of a Brotherhood of Psykers Detachment (and only if they are drawn from the associated brotherhood).

The Grey Knights are as varied as any of the Imperium's Space Marine Chapters and include in their numbers specialised warriors to deal with the myriad of combat situations. Many of these, such as Techmarines and Librarians, are organised and trained in much the same way as they would be in other Chapters, following the ancient guidelines and traditions laid out in the Codex Astartes. The Personal Teleporters ability of INTERCEPTOR SQUAD units is changed to: ‘Once per battle, models in this unit can use their teleporters to make a Normal Move. If they do so, until that move is finished, models in this unit can move horizontally through models and terrain features as if they were not there (they cannot finish this move on top of another model or its base, or within Engagement Range of any enemy models). Make sure your Chaplain is in a position to use the Litanies you want to use as they are done at in your Command Phase, so it’s not possible to do on a unit arriving from Reinforcements (outside of Aura-style Litanies and moving into range, or using the Empyric Declamation Stratagem), nor can you move into the range to select them after the fact. All Litanies barring the Refrain of Convergence only affect CORE and CHARACTER units, last until the start of your next Command Phase, and everyone knows Litany of Expulsion. All Litanies are called in your Command Phase, and recited successfully on a 3+. Each Litany can only be attempted once per Battle Round, and all last until the start of your next Command Phase.Purifying Flame (WC 5) (W)- As the name suggests, PURIFIERS can use this to unleash a half range Smite that always does 3 Mortal Wounds, or D3+3 on an 11+. A potent close range damage dealer, though dependent on being up close, which is where they want to be, but useless from Deep Strikes unless you’re using Powerful Adept to bump the range. Smite on your way in, then unleash this as the gap closes. That means instead of trying to find weird ways to enhance Terminators or Paladins into killing anything that isn't a Marine in close combat, we instead ignore this premise completely. It's like a football team winning the Super Bowl; you win it by giving yourself as many chances at the postseason as possible with an "accuracy by volume of fire" mindset. What we DON'T do is try to force the army to do something it isn't built for. WE DO NOT build Draigo led Terminator bombs to try and kill Wraithguard or Dreadnoughts. That's like trying to turn an Imperial Guard squad into a close combat unit. We accept them for what they're good at and copy/paste. Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing; Malediction; Witchfire.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. The warriors of the Adeptus Astartes are the most elite soldiers mankind has ever produced, and the Grey Knights are the elite of the elite. With even more intensive screening processes for their initiates than other chapters the Grey Knights are incorruptible to Chaos. Among these most elite Space Marines the “rank and file” members of their chapter, if you can use the term rank and file in reference to Space Marines, are the Grey Knight Strike Squad. While all chapters have squads for their most basic marines the Grey Knight Strike Squad has access to the most exotic weaponry of any of them. With every member of the Grey Knights being a powerful Psyker and their primary purpose being the destruction of Daemons of Chaos it makes sense these warriors would be armed with weapons to match such a purpose. In this article we’ll take a deep dive into the tools available in both the original Grey Knight Codex and the new abilities from their Psychic Awakening entry, and highlight what we think are the best options if you want to succeed on the table. As with any of these articles the opinions within will reflect the time it was put together – this was written in early 2020, a few weeks after the release of Ritu

Prime with Leadbelcher. Games Workshop sells this in rattlecans, but if you don’t want to buy one, you can simply prime with a color of your choice and paint Leadbelcher on with a brush. Surgically target elite infantry with heavy weapons on the Stormhawk Interceptor. Eradicators, Aggressors, Terminators, etc. I ignore Land Raiders completely. Tide of Escalation- Let’s your Brotherhood Powers operate like Smites, letting you cast them multiple times with a +1 to the WC each time. Some of the Brotherhood powers are strong so having multiple units able to use and benefit from them can be powerful indeed, but this is quite niche and dependent on the Brotherhood you’re running. Good if you can have this active prior to the Psychic Phase, cast the powers, then shift to something else to get other benefits. With a few notable exceptions, all GREY KNIGHTS units are drawn from a brotherhood. When you include such a unit in your army, you must nominate which brotherhood it is from and then replace the < BROTHERHOOD> keyword in every instance on its datasheet with the name of your chosen brotherhood. The different Brotherhood keywords you can select from are: SWORDBEARERS; BLADES OF VICTORY; WARDMAKERS; PRESCIENT BRETHREN; PRESERVERS; RAPIERS; EXACTORS; SILVER BLADES. Domina Liber Daemonica*- DAEMONS cannot arrive from Reinforcements within 12” of the bearer, and are also -1 to Combat Attrition whilst within 6”. It’s obviously amazing against DAEMONS , but useless otherwise, so leave it at home.



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